| Mags |
Mags is relieved to at least have a few of her companions around her. "What a bloody mess," she says to the pair, forcing a resigned smile. "Where in the hells has everyone else gotten off to?" At the sound of the explosion to the west, she adds, "Ah."
She absently reaches for the sickle at her side, realizing then that it is still on the wagon. Guess I won't be needing that, she tells herself.
"Well, shall we go join the party then?"
| Jervaise Toppington |
@Kikkoman: My bad. the damage should be one less, and definitely lethal - Chelish scum do not get the same consideration as Andorans, even misguided ones. Jervaise has been built to deal damage, after all :-)
Just for clarification, how many of the mob are upstairs with me? I assume the Alchemist is not visibly wielding a weapon?
Jervaise-the-peasant snarls in pain as he feels the acid eating into him, but steels himself, and after sparing a quick glance in the direction of the peasant writhing in pain, he crosses the room to the Alchemist, his face a mask of fury.
"Your foul concoctions will not aid you now. There need to be consequences for what has happened! Too many have died already!"
1d20 + 11 ⇒ (19) + 11 = 30, crit chance...
1d20 + 11 ⇒ (13) + 11 = 24, probably confirmed...
4d4 + 30 ⇒ (2, 1, 1, 4) + 30 = 38
| kikkoman |
Jervaise-
The mob never passed your position at the top of the stairs.
Argith, the unfortunate teen, is given a quick death at the hands of an old Andoran patriot. The mob rushes behind you, cheering, and quickly collect his remains. One of them ties a ready made rope around the carcass and, securing the other end to the bed, deposits the lifeless body out the window to hang for all to see.
Or you do something, Jervaise. Otherwise...
Some of the citizens gather around you patting you on the back and asking your name. "You took down those Chelish like they were Lamashan turkeys!" Below, it sounds like the foot soldiers have begun to engage the crowd...promptly they are now rushing upstairs with you.
Ilorian's initiative
| Jervaise Toppington |
There was genuine regret in Jervaise's eyes as he ended Argith's life.
I truly wish that circumstances had been different. Even though he was responsible for munitions, ending the life of a young man, especially one that was not strictly a soldier, is never pleasant. Still, I least I was able to offer him a death that was quicker, and less painful than the one that would have been dealt him by the mob...
Jervaise quickly pockets the (pouch?) Argith was clutching at his belt, and edges his way to the top of the stairs again, concern etched across his features at the sounds coming from below.
What was it?
When cornered and congratulated, confusion plays across his face, and then he gives a rueful smile.
"My name's Brent. Thanks, but I was just lucky - this soldier dressed in one of them fancy Chelish uniforms dropped down from the roof in front of me, and I thought I was a gonner! But them, some arrows came out of nowhere, and took him out. I grabbed his weapon, and rushed up here to see what I could do. I had a lucky blow on one of the soldiers (I guess he had been softened-up already), but I was sure the other one would get me; then, some more arrows came in through the window, and took down the other soldier. I guess some of the town guards agreed with us, and wanted to help!"
Bluff to get the mob to buy that version of events: 1d20 + 10 ⇒ (20) + 10 = 30. Who knows? It might even help to spread distrust amongst the guards in the long-run if the story goes viral...
Jervaise's face becomes a mask of determination, and he grips the hilt of the falchion tightly, if a little awkwardly (deliberately).
"Unfortunately, I doubt the ones down below agree with us, or at least, they won't admit it... I am gone anyway for what I did to that damned alchemist, but I'll see what I can do to clear a path to get the rest of you out of here. Everyone, gather upstairs!"
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16.
Ah, heck. Still, I doubt they were unfriendly towards me, so that is probably still enough :-)
From memory, I saw a chaotic lab downstairs, but there were no large barrels of sonic vitreous, right? If so, I am considering setting-off the lab, as chances are, it *might* now destroy the building in the process...
| Mags |
Mags hurries down the westward street, moving quickly at first but slowing as she nears the scene of the commotion. This wasn't part of the plan they had discussed and she has no idea what is taking place. As she slows she begins to study the crowd, looking for familiar faces, and trying to determine what is happening.
Perc:1d20 + 4 ⇒ (9) + 4 = 13
Initiative (if needed yet):1d20 + 2 ⇒ (7) + 2 = 9
Let's say she more or less stops near the west corner of the house to the left of #5 on the map, assuming she can make it that far. Since they are in combat rounds there, maybe she can't? I'm not really clear on what she would be able to tell from that position though.
| kikkoman |
Jervaise
Still need that Fortitude check. The item you grabbed is a vial of something.
The crowd gathers around Jervaise, some of them still sounding hopeful. It seems the group of 30, by death or abandonment has thinned to more like 20. Another says, "No, I can't do this!" And 4 others give themselves up to the guard, who promptly tie them up, leaving you with 15 upstairs.
Assuming Lore doesn't do anything to stop that. Lore, its your initiative.
Jervaise, you didn't see any barrels like the ones before by glancing around, correct.
Mags
You approach the sounds, looking for known faces...you pause a moment to gather your courage when a tall man in a yellow cape and ridiculous clothes bumbles around the corner in your direction "Phhhhine night for a riot, eh?" He seems to be mentally deficient. "What ever will the Baron do with these ones, hmm?" He laughs an idiotic laugh.
Sense motive check. You will enter in after Lore for movement, but can talk anytime free.
Ilorian
You push yourself down behind the peak of the roof, trying to understand the scene. Some of them are making rope manacles, perhaps they will arrest who they can.
| Mags |
"Fine enough," Mags answers distractedly. At first she seems almost annoyed by this man who has bumbled into her way, temporarily blocking her view. But then his odd attire catches her attention and she studies the man more closely.
Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11 Hmm, not my strong suit.
"Nice cape," she continues, amicably enough. "A riot, you say?"
| Llyrann |
Sense Motive check: 1d20 ⇒ 5
Llyrann froze as the yellow-caped idiot ambled into view. Several times in the past, men had feigned idiocy, trying to win favors or outright steal from her. With difficulty, she refrained from driving the idiot away. He was wearing yellow, and they were supposed to protect those in yellow.
Instead, she stood silently by her friend, watching for other threats.
Perception check: 1d20 + 2 ⇒ (17) + 2 = 19
| kikkoman |
Mags/Lylrann
"Oh yes, Bumbo was watchin' from Blacklocks' doorstep. Apparently, the house there on the corner directly across from the lab is Blacklock's house...if anything this moron says is true. "Saw them running very fast! Look, they hung up Argith like pork. Oh, you should be careful...there's some funny archer running around. He killed some devil then went that way..." He points down the dark ally to your right. "Were you trying to look for him, too? I wish the guards would let me release my dogs, thats my job...dog tender. Yup, its a good life..." He stands proudly.
Llyrann, no threats, but your half-orc eyes clearly see the mounted men up ahead.
| Lore of House Silverweb |
On my turn will be casting:
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area or Target one 20-ft. cube/level (S) or one fire-based magic item
Duration instantaneous
Saving Throw none or Will negates (object); Spell Resistance no or yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
So I can put out the lights in the area.
Moving away from the crowd as I do.
Then out a window on the first floor after its cast.
| Jervaise Toppington |
As some of the mob surrenders, Jervaise glances around in indecision...
Perception: 1d20 + 13 ⇒ (4) + 13 = 17. Are there any other windows besides the ones at the front of the building? You did not list any on the map, but I thought I should check :-) Hopefully, I will notice Lore casting!
EDIT: Ah, I did not notice anything about needing a Fort save before - Fort: 1d20 + 5 ⇒ (15) + 5 = 20.
| kikkoman |
Lore
Your spell pulls moisture from the air, splashing all surrounding alchemical fires within the lab into a wet sooty mess.
The lab's walls block the spell effect from reaching the mounted soldiers' torch, however. The lab is now in darkness except for near the door and windows. You can barely zip past the guards inside in the confusion, unfortunately mounted guards are also blocking your exit trying to arrest everyone. Your movement will stop more or less at their feet. Do you still want to move there? Let me know. And for future reference, you can't move then cast then move, even with a 5 ft step. I'm not sure why you were concerned with moving from the crowd before casting, but nothing happens on that score. Finally, Acrobatics check for jumping out the window please. You have a running start, the DC is 12.
Jervaise
Those are the only windows, but they are on both floors. You can hear Lore's voice being funny and might guess its a spell, but otherwise don't know about it other than of course the lights going out downstairs. Regarding the upstairs apartment, there is a bed, armoir, and small table with chair.
Mags
Your initiative.
| Ilorian Darlok |
I am still shooting the torch, the way I look at it it could go one of 4 ways.
1. Torch has flame knocked out from impact.
2. Torch is knocked out of guards hand from impact.
3. Torch getting an arrow stuck in it after they are seeing a a dead Chelish body guard at their feet with arrows sticking out of him, might just scare them enough to a) Drop the torch, b) Runaway, or c) Drop the torch and runaway.
or
4. Look at the torch with the arrow sticking out of it and light a cig.
| kikkoman |
Llyrann
4 mounted guards in a semi circle formation around the door.
Lore
That's right. You can get the mounted soldiers and the lab inside. Acrobatics check? Or I guess you could try and overrun the guard standing in the doorway.
Ilorian
Do you want to revise your action? The torch was extinguished by Lore. My mistake. Or you can go back to readying.
| Llyrann |
Only four guards? Hypnotism has a chance of working, then.
Will save DC 17 to ignore the spell. Llyrann herself, of course, isn't so easy to ignore.
Seeing the guards around the door, and inferring that her companions are nearby, Llyrann subtly weaves arcane threads around the mounted guards and does a little something to get their attention focused firmly where it should be. On her.
She screams.
Quite loudly, in fact. Llyrann has a really good set of pipes and lungs, and if she'd been raised by the temple of Shelyn instead of Calistria, she'd probably have become a bard and singer of note. In any case, Llyrann screams, putting all the fear and horror she can into that single, enduring scream, and shivering for good effect when finally done.
Maybe one day I'll get tired of playing this card, she thinks to herself, but not tonight. It's too much fun!
Bluff check: 1d20 + 15 ⇒ (11) + 15 = 26
Rounds Hypnotism will last: 2d4 ⇒ (1, 1) = 2
"Please, Please!" Llyrann begged, "Please, you have to come here and protect my friend and me!"
| Jervaise Toppington |
For clarification: All guards are downstairs, or outside, whilst all remaining mob members are upstairs, correct? I am confused as to whether Lore is upstairs or downstairs - he talks of going through the first-floor window, but the GM has said it is blocked by a guard, implying he is on the ground floor?
Just to make things easier, Jervaise moves over to Lore (I assume keen Elven eyes (i.e. Low-Light Vision) would be able to pin-point him?).
"If we stay, odds are we will have to take-on all the guards in town. I think now is the perfect opportunity to flee."
Jervaise then raises his voice:
"The Guards are coming in force! Everyone, run home whilst you still can!"
When Lore grabs Jervaise to fly off, he throws a thunderstone through the window in the lab, trying to set it off...
Ranged Touch? 1d20 + 5 ⇒ (19) + 5 = 24.
EDIT: I am counting on the fact that the building was built to be a lab to mean that the walls will be reinforced, and any explosion will be contained in the lab itself. At the very least, it will provide a distraction whilst Lore and I escape.
| kikkoman |
Mags let's assume you readied your action. I really should've let you see them earlier, I failed to note your low-light vision...lots of mistakes today.
Lyrann
At the sound of your voice, 3 of the mounted men come galloping towards you. "Bah, Bumbo the slime! Harassing women again?" Bumbo gasps in terror and escapes through the ally behind Ilorian. They move to block him off, 2 staying there, the other going back around.
| kikkoman |
Jervaise
Lore never moved upstairs. The guard isn't blocking the window, he's blocking the door. There are 4 guards and Lore downstairs, as well as 5 mob members that just gave themselves up. The windows are on both floors. You are on the second floor with 15 mob members. Outside is 1 mounted soldier, after 3 have run away upon hearing Llyrann's voice. What you're doing is fine but it will have to wait since Lore can't cast 2 spells a round.
| Jervaise Toppington |
Thanks for the clarification :-) Right, well, in that case, I modify what I do slightly... Having told the mob members to stay upstairs whilst I clear a path, I will rush down to Lore, and have the above action. My 'mob' comment will be directed at those who have surrendered. The way I see it, if I told the mob upstairs to flee whilst they could, they would get caught in the blast; if they stay upstairs, they might be shielded. Please correct me if my logic is faulty...
Paellat Silvertongue
|
Paellat thinks I don't think this is the way it was supposed to go down...oh well. and gets ready for a fight.
He wills his skullcap to transform him into a dwarf a full foot taller dressed in heavily robes. Disguise 1d20 + 17 ⇒ (5) + 17 = 22 He makes his wand rifle take on the appearance of a crossbow, and draws out his wand of color spray.
His dwarf is a little too thin in the shoulders and the beard is slightly sparse, while it probably wouldn't fool an actual dwarf, most humans didn't know the difference, a dwarf is a dwarf.
| Mags |
Mags let's assume you readied your action. I really should've let you see them earlier, I failed to note your low-light vision...lots of mistakes today.
No problem. She's probably feeling a bit overwhelmed anyway. I'll just hold until my spot in the order comes back up.
| Jervaise Toppington |
If I am told we are staying I start casting my buff spell.
Mirror Image
waiting for the mob downstairs to disperse.
then I open up some
Burning hands on the guy left outside. Not letting the fire hit any of the alchemical material.
Lore, I suggested leaving in one of my posts above... In fact, I have a readied action for when you whisk me out the window. If you don't want to, that is fine, but I will need to ret-con my actions a little (as I imagine you would have expressed this before I readied) :-)
As things stand, we can probably get away with attributing this to 'mob-violence', but if we start throwing around flashy magic, they will *know* that something is up...
| Ilorian Darlok |
Illorian sighs, "Time to pay the butchers bill." He takes aim at the guards near the doorway and lets lose.
Shooting 2 guards. 1 arrow each. Not really trying to kill them, but if I do I do.
Rapid Shot:
Arrow 1:1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Arrow 2:1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Edit:Only doing this if The people in the Shop Atttack the guards, just saw Jervs last post and am confused now.
| kikkoman |
Lore, Jervaise- Hate to tell you but with Lore's 10 str he can't really fly holding Jervaise. I'm guessing Jervaise is well above 100 lbs which is Lore's maximum load. "The subject of a fly spell...cannot carry aloft more than its maximum load..." So, you either fall comedically to the pavement after staggering around, or revise actions...
| Lore of House Silverweb |
Lore, Jervaise- Hate to tell you but with Lore's 10 str he can't really fly holding Jervaise. I'm guessing Jervaise is well above 100 lbs which is Lore's maximum load. "The subject of a fly spell...cannot carry aloft more than its maximum load..." So, you either fall comedically to the pavement after staggering around, or revise actions...
I will cast fly on him "don't drop me!"
LOL
| kikkoman |
Paellat, you can't tell if there's more rushing out or not, but you might figure that they would be split between this situation and the siege outside. This kind of riot might not be good for Dakovya, either...a city in chaos endangers the Andoran loyalists and might make your mission more difficult. You might not be the only one wishing the lab situation would end quickly...